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Sticky32

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Everything posted by Sticky32

  1. I've been busy with work and college lately, though development should resume within a couple months. Sorry for the wait.
  2. Hello there, ShotgunNinja. So I saw your mod a while back and thought it looked really cool, and I just got around to starting a new career mode with it, and it seems amazing so far! Except I've been having some issues with it. I use other mods but tried removing them to see if that helped but it didn't, I have: Kerbal Alarm Clock, Community Resource Pack, KER, and Asteroid Day. Tried using Remote Tech but read that it conflicted with your mod and removed it. Would any of those be a likely cause? Anyways, firstly there are two barometers in the tech tree, one at Engineering 101 and one at Space Exploration for me, and after unlocking the first but before the later, the barometer become locked again somehow... Also all the command pods no longer have shielding, scrubbers, co2 storage, they did however when I first installed it, but about the time I removed Remote Tech and installed Community Resource Pack they stopped working. At first nothing had oxygen or food, but then I realized I had to install the Community Resource Pack.
  3. Let me know how the 1.25m docking iris goes, I feel like it would be too small for a kerbal to walk through, perhaps they could EVA up through it head first though. I was planning to make a different style docking port for 1.25m, probably one with 3 or 4 doors that open inwards so that the interior would be larger.
  4. I just tried it in 1.1, the parts work just fine of course, it's just the first person camera that doesn't currently work. So if you don't mind not having a first person camera for awhile but still want the parts go ahead and download it.
  5. I have started working on an airlock but ran into a few snags getting it to function[it won't even show up in-game], I also don't like the look I went with and am going to have to remodel it before release. And sorry but this mod is currently on hold until classes end and I have some free time to work on it.
  6. In all honesty, I rushed the collider to try getting the part at least in-game the same day. I duplicated the model and didn't spend enough time removing geometry. I remade the collider yesterday, here's a screenshot of it. Thanks for the help, and the critique.
  7. Thanks for the tips, I was wondering why the collision mesh seemed larger in-game when it was open. I lowered the poly counts of the colliders and remade the iris coliders so they match the animation exactly. I would be using box coliders but they don't provide the definition I need for something like this. I had to split the ring up into little pieces and use separate pieces for the iris so that the game sees it as hollow instead of just a solid object. I'll release them in the next update and try to improve the textures a bit.
  8. Oh ok, I posted it here thinking it had to do with how I wrote the config file. Wish I had this info last night, I was able to find a tutorial on exactly what I needed to do after someone asked where my dockingnode empty was. I didn't know there was such a thing and that I needed to include it. I was able to get it working, tested it, packaged, and uploaded last night. Thanks anyways, this was exactly what I would have needed to figure it out of I hadn't already :).
  9. Here's all my files :) Nevermind the obscure download site, I use it all the time, works great for small stuff like this, just be sure to only click the green "Kerbal Tubes Debug Package.zip" text. Nevermind, I just got it working! Thanks for your help . The empty dockingnode was the issue, had never heard of such a thing, googled it, got one hit, a link to a forum discussing this same issue, then halfway down a link to instructions on how to fix it. Here's that link. Wouldn't have figured it out with out you! Yet no one on the entire ksp subreddit had any useful suggestions on the issue...
  10. Hey, thanks for taking interest. I have to leave for work now but I'll upload screenshots and unity files when I get home. What do you mean by "placement of the dockingNode empty"? Everything other than the unity files can be found through that link in my previous comment.
  11. So this is a bit unrelated but I am working on a docking port for a mod of my own and can't seem to get it to function as a docking port. This seemed like an appropriate place to ask, I downloaded your mod and looked through the files, but what you did doesn't seem any different from mine. What did you have to do to get your mod working? I made a stock-alike Sr. Docking Port with a central door for kerbals to pass through. I got everything working except half the docking functionality. I can set all the action groups for it, and right click in-flight to "control from here" and "disable fuel feed" but not "undock" or "decouple" even though I can set them in the action groups. When I do set up the action groups they do nothing. I also cannot actually dock with them, nor do the magnets work. For screenshots and more info please click below. Reddit post
  12. PART { name = DockingIrisSr module = Part author = Sticky32 mesh = DockingIrisSr.mu rescaleFactor = 1.25 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = metaMaterials entryCost = 12200 cost = 1250 category = Utility subcategory = 0 title = Docking Iris Sr. description = The highly sought after and long awaited Senior Docking Iris is finally here. Allowing much larger Kerbal space habitats to be built. This high tech new docking port has a door in the center to let Kerbals through. attachRules = 1,0,1,0,0 mass = 0.2 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 20 maxTemp = 2000 // = 3400 bulkheadProfiles = size2 stagingIcon = DECOUPLER_VERT MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size2 stagingEnabled = False } MODULE { name = ModuleAnimateGeneric animationName = Open startEventGUIName = Open endEventGUIName = Close actionGUIName = Toggle Door } }
  13. Update: I got it working, had to create an empty game object in unity and set it as the dockingnode in the config file. Never would have figured that out on my own... So I made a docking port, and everything single thing works except the docking functionality. While it has the options to decouple and undock in the action group menu, they do not function, and they do not show up in the right click menu, also if you do try to dock there is no magnetism and they never lock. Do I need to write a plug-in for it or something? I literally copied the code from the Sr Docking Port, thinking that would work like it usually does. I'll post the code and any other files as requested. Any help is greatly appreciated. More info on this docking port: this is for my mod, "KerbalTubes". It is a mk.II size docking port with a central iris style door for kerbals to pass through. It was a lot of work to get this far[literally all I did today] and I would like to complete this one last small, but yet extremely important step. Thanks in advance. Download link of current build for debugging Download link for current build plus lots of extra debugging info and development files Screenshots Screenshots
  14. Thank you for the heads up! Seems I never actually published the mod last night. Should be fixed now though. Please let me know if this works with CKAN I don't use it so I haven't tested it at all.
  15. Kerbal Tubes Beta 1.3.2 Updated for KSP v1.3.0 Updated for CKAN Mod Description: A small parts pack that adds stock-alike, hollow structural parts to the game, designed to be EVA'd through or for storing things. First person EVA is now possible by right clicking on a kerbal while they are on EVA and selecting "activate camera". [Plugin created entirely by Dorian Kerman] Mod Download Now hosted by SpaceDock, formerly found exclusively on KerbalStuff: By far the best KSP mod hosting site up until its sudden demise. Thank you SirCmpwn for all the hard work and dedication you put into the site, it will be missed by all. It is a shame how many truly deserved thank you's go unsaid. Screenshots: Image of First-Kerbal-View in 1.3: Image of texture changes in 1.2.1: http://i.imgur.com/4hMCYgj.png Gifs of changes in 1.2: https://gfycat.com/GiddyFaroffGiraffe https://gfycat.com/DecimalBrownCoot The Full Album of initial 1.0 release: http://imgur.com/a/9hlX6 A Few Highlights From The Album: Mod Download: Parts Included: Hollow Hub-Max Hex-Adapter [1.25m and 2.5m] Structural Capola [1.25m and 2.5m] Structural Viewselage [1.25m and 2.5m] Structural Adapter [1.25m to 2.5m] Docking Iris Sr. [2.5m] Docking Iris Max [3.75m] Features Included: First person EVA is now possible by right clicking on a kerbal while they are on EVA and selecting "activate camera". [Plugin created entirely by Dorian Kerman] Unfortunately first person view hasn't been working since 1.0.5. Please install Hullcam vds if you would like to use first person view. [More to come...] Planned Features: Docking Door [1.25m and 2.5m]: Docking port with a hatch that opens up to allow kerbals through. Crew Hatch: Radially attached crew hatch. Storage Bay[1.25m and 2.5m]: Inline storage bay with toggle-able doors Adapters: 1.25m to mk.2, 2.5m to mk.3, and mk.3 to 3.75 [Other things likely to come as well, open to suggestions.] License: MIT Changelog: Beta 1.0: Corrected directory Solved lamina faces along window borders Fixed glass texture on structural viewselage Fixed attachment node placements Changed texture format to .dds General rebalancing of masses and prices Added larger versions of the hollow hub-max, capola, viewselage(with twice as many windows) Added a 1.25m to 2.5m hollow adapter with windows Several other minor tweaks Beta 1.2: Added the Docking Iris Sr Numerous other small fixes Beta 1.2.1: Improved Docking Iris Colliders [significantly reduced poly count, fixed clipping issue] Improved Docking Iris Textures [removed flat grey textures] Re-balanced most part unlocks [pushed most towards end of tech tree; when they become viable] Added I.R.E. Agency Beta 1.3: Added first person camera to kerbals on EVA(right-click kerbal to activate) [Plug-in by Dorian Kerman] Beta 1.3.1: Fixed "C" hotkey to actually switch to first-person Removed duplicate right click action menus when HullcamVDS was installed [All fixes by DORIAN KERMAN] {Please note this is for 1.0.5, everything but the first-person camera works in 1.1} Beta 1.3.2: Added the Docking Iris Max; a 3.75m docking iris with twice as many blades as its smaller counterpart and a thinner frame to allow 2.5m crafts to squeeze through. ______________________________________________________ Feedback and suggestions welcome! Post any bug reports or other topics relating to this mod here. I apologize for the massive break in development, life got in the way and I lost interest in ksp when I least expected to. I would like to continue this project, and I do still play ksp from time to time, so don't abandon hope yet ;).
  16. Thank you so much, that was the problem, just had to break it up into 24 pieces to get them small enough. Just finished putting the final touches on it. http://s000.tinyupload.com/index.php?file_id=96569998778145997139 If anyone wants to check it out.
  17. I've made a hollow version of the Hubmax for kerbals to EVA through, however when I try to walk through it in-game it is still solid. How do I make it so the collision mesh is actually hollow? Not finding much info on Google, any help would be appreciated. Screenshots: http://imgur.com/a/MBJND Mod Files: http://s000.tinyupload.com/index.php?file_id=87900108425682631355
  18. Thanks for the quick response, I was able to correct the crew spawning behavior with your help. However I think you misunderstood me about the one part, I am trying to get the lat/long/alt from the waypoint, not the spawn vessel. However I still can't seem to get it to call the name of the waypoint right, I've tried using: WaypointGenerator1, CrashLocation, waypoint, RANDOM_WAYPOINT but it says it's an unknown identifier. // Using this(and many iterations of it) under spawn vessel to call it: lat = @RANDOM_WAYPOINT.Latitude() lon = @RANDOM_WAYPOINT.Longitude() alt = @RANDOM_WAYPOINT.altitude() // This is the waypoint I am tiring to get the coordinates from, for now just the top one, but eventually the bottom one, and two more just like it underneath. BEHAVIOUR { name = WaypointGenerator1 type = WaypointGenerator RANDOM_WAYPOINT { name = CrashLocation parameter = ReachState1 hidden = true icon = report targetBody = Kerbin waterAllowed = false count = 1 altitude = 0.0 } // count = Random(2,5) RANDOM_WAYPOINT_NEAR { name = Crash Location Alpha parameter = ReachState1 hidden = true count = 1 nearIndex = 0 icon = sample altitude = 0.0 waterAllowed = false minDistance = 1500 maxDistance = 5000 }
  19. Downloaded the new update, glad to see I could help. Finally figured out why my contracts wouldn't reload, turns out I needed to update module manager. Now update contracts will be much faster instead of reloading the whole game with every new change. I've started work on a new type of contract, this one requires you to rescue tourists and the pilots from various types of downed planes and recover them at the KSC. However I am having trouble figuring out the proper syntax for parsing the latitude, longitude, and altitude from the waypoint I've spawned in for the spawn vessel behavior, also how would you define a random set of coordinates? Just lat = Random()? Another issue was how do I define which vessel for the kerbals to spawn in with the spawnpassengers behavior? I tried making it a child node of the spawnvessel node, but that is clearly incorrect. Finally if I am able to get everything else working, I would like to make it so that after a set(random) amount of time the passengers start to die off from their injures, with all of them dieing past a certain time limit causing contract failure. So is there a killkerbal function? http://s000.tinyupload.com/index.php?file_id=36266335239728758307
  20. So I have a new question, I am trying to add a description to a contract that changes based on the targetbody2. To do this I am trying to use a long if-then statement listing all the valid bodies and stating the desired description, however it picks up the @/targetbody2 and returns the body name for all of them but just lists the entire if-then statement. I tried putting parentheses and double quotes around it but maybe I did put them in the correct places. This method works in other areas so I thought it might be a good start here. Tried finding some samples like what I'm trying to do first but couldn't find anything other than coherent contracts, should I try to write it more like that? As always, link to the file in question: http://s000.tinyupload.com/index.php?file_id=45793942251904849091
  21. I used parentheses for the @/targetbody command in my contract titles instead of double quotes and it worked just fine as well, though they do show up in the name. This is in reply to severedsolo.
  22. Thanks for the tip, I realized I had that set wrong just after uploading and corrected it. Since I'm still having trouble with it, I decided to test the parameter on a stock engine(before and after editing activatethroughstage via module manager) and the landing gear but still the menu to test them won't show up, I even tried setting activateonevent to false to see if that would help, but no change. I'd really like to get this to work, otherwise I'll have to rewrite and restructure five of the contracts I've written so far, if not just scrap them altogether, so I really appreciate the replies. Link to updated contract and a screenshot for examples of what I'm talking about: http://s000.tinyupload.com/index.php?file_id=09708793771682744399
  23. Hey Nightingale, thanks for the suggestion on the asteroids, I was able to get them working just how I wanted, I even figured out how to change the size of them. But now I have come across a problem with adding the part test module to other parts, mainly the orbital survey scanner and surface scanner. I added the proper module to the parts in question via module manager, and wrote a simple contract to run the tests for debugging purposes. However the option to run the tests never shows up on the parts, even with environments set to any for the module and the child nodes of the run_test parameter completed(uploaded before adding the child nodes, just pretend they are in there). I've provided the link to the files I wrote as well as the whole rest of the mod, if you or anyone else gets a chance to look at it. Am I just using the parameter wrong or is that not fully implemented yet? As always thanks in advance. Link: http://s000.tinyupload.com/index.php?file_id=03636414289440759411
  24. I see, I was wondering why I didn't see anything about it on the wiki. Thanks for the suggestion, I'll give using a regular craft a try and report back with a link to the mod files if it doesn't work out.
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